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Old Jul 22, 2005, 07:49 PM // 19:49   #61
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Hmm. Adding such a spell to my expansion pak with list.

Btw, did you bother to read my previous post?
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Old Jul 22, 2005, 08:02 PM // 20:02   #62
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I have just one fundamental question to ask:

How does playing a build with a counter class, whose unconditional damage dealing abilities are the lowest, increases the chances of consistently winning in Tombs under the current metagame environment?
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Old Jul 22, 2005, 08:49 PM // 20:49   #63
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Quote:
Originally Posted by Third Quarter
Never see a team running Fertile Season and Symbiosis?

I've seen health totals in the 1300 ballpark this way.
Who hasn't? Arcane Echo lets you throw it out again. 1140 damage right there. It'll only take another moment or two before you can spike again and their monks have had their energy burned. And besides the surge would kill any spirits around them. So unless their ranger dropped spirits away from the group, you wouldn't even need to spike more than twice.

This is king of the hill i'm talking about though. Where teams are bunched up on the altar. Otherwise groups will be way more spread out.
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Old Jul 22, 2005, 08:58 PM // 20:58   #64
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Maybe an all ranger team would be a good counter
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Old Jul 22, 2005, 09:12 PM // 21:12   #65
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A Warrior Heavy team is going to hurt them badly. Luckily, those dont exist anymore.
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Old Jul 23, 2005, 01:33 AM // 01:33   #66
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Yea, I was thinking everyone could bring the Physical resistance stance, in case of a warrior/ranger heavy team. But then the enemy could switch to a elemental weapons. It looks like Greater Conflag/Winter is probably the best way to go with the Mantra tha reduces cold... Which removes one of your Energy Surgers. BTW, another Me/R could bring Arcane Mimicry to help with Conflag spamming so you only need Conflag on one person.
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Old Jul 23, 2005, 02:02 AM // 02:02   #67
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so....i'm reading this post and decided to look at some 2nd classes......i like the mes idea but the spirit spamming is directly designed for handling this team. but if you really think about the builds only 2 classes on the game with inturrupts....rangers and mes...... anyone see where i'm going with this?

if the best strategy is to interrupt your team's strategy then why not combine the ranger and mes

rangers have healing....intrurrupts from a distance.......speed and evade

mes have.....dmg that can't be reduced.....interrupts from cheap spells......shut down healers

so you can all heal yourself, interrupts spamming attacks while your mes interrupts recharge, and shutdown monks quickly with both builds

the twart of spirits may be an all ranger team to disrupt it. everyone depends on buffers or debuffers. nature's just takes that away and teams plan for success just fell apart if not very cordinated.
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Old Jul 23, 2005, 02:09 AM // 02:09   #68
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4 Me/R with Zealous Bows, spread spirit casting, and 16 dom Power Surge could really make this build shine. Along with a IW Me/W and a couple Me/Mo possibly running Energy Drain to deal with mana issues. The last slot should probably include necro somewhere to take advantage of fast casting + putrid.
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Old Jul 23, 2005, 03:18 AM // 03:18   #69
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Quote:
Originally Posted by Blackace
A Warrior Heavy team is going to hurt them badly. Luckily, those dont exist anymore.
Nature's Renewal.
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Old Jul 23, 2005, 03:24 AM // 03:24   #70
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Well thats why I asked how this Mes team is going to Survive under current conditions. Even ignoring that, Energy Surge/Burn+Mind Wrack for damage concerns is going to get steamrolled by good teams with Energy Management, along with Warrior and Ranger teams that have enough support for getting rid of the obvious blind condition. Part of it is just because how horrible Energy Surge, Burn and Mind Wrack are.
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Old Jul 23, 2005, 03:56 AM // 03:56   #71
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Quote:
Originally Posted by Blackace
Energy Surge/Burn+Mind Wrack for damage concerns is going to get steamrolled by good teams with Energy Management, along with Warrior and Ranger teams that have enough support for getting rid of the obvious blind condition. Part of it is just because how horrible Energy Surge, Burn and Mind Wrack are.
yeppers
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Old Jul 23, 2005, 07:40 AM // 07:40   #72
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IDK, the other day, I was playing in Team Arenas with my friend, and went up against a full group of IWs. They all used Illusion of Weakness, which was like a second chance life for them, blackout, and some other anti-warrior stuff. Totally destroyed our team. I think a full mesmer group could be good.

I personally run an IW now, and it works really well...of course, I've never tried fighting in an all mesmer group.

Note: Hehehehe, blacklace used the word "metagame" ok...sorry...
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Old Jul 23, 2005, 08:12 AM // 08:12   #73
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4v4............?
On a side note if different mesmers are built for shutting down either casters or physical, any one sided build would hurt them badly.
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Old Jul 23, 2005, 07:49 PM // 19:49   #74
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Quote:
Originally Posted by Blackace
Part of it is just because how utterly uncounterable Energy Surge, Burn and Mind Wrack are.
Fixed.
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Old Jul 23, 2005, 08:35 PM // 20:35   #75
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OmGZ liek tey do 8 damage per energy at a max of 9 energy LOLLERSKATES!@@[email protected]+1!!
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Old Jul 23, 2005, 10:24 PM // 22:24   #76
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Quote:
Originally Posted by Blackace
OmGZ liek tey do 8 damage per energy at a max of 9 energy LOLLERSKATES!@@[email protected]+1!!
What's funny is that some groups bring mesmers and rangers purely for energy denial and a skill that does this admirably along with signifigant damage would be so maligned by so called "experts".

Last edited by ICURADik; Jul 23, 2005 at 10:29 PM // 22:29..
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Old Jul 23, 2005, 10:42 PM // 22:42   #77
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Except that people using Rangers and Mesmers for Energy Denial certainly are not brining Energy Burn and Surge since they are some of the weakest forms of energy denial in the game. Guess it wasnt that funny after all.
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Old Jul 23, 2005, 10:57 PM // 22:57   #78
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Surge in an energy denial build is probably the last thing in the world I would ever bring. And having to have 16 dom just to burn a whole 10 energy is just poor returns. So what if you do some damage, who cares.... The group didn't bring you in to do damage.

Last edited by Kaylee Ann; Jul 23, 2005 at 11:06 PM // 23:06..
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Old Jul 23, 2005, 11:18 PM // 23:18   #79
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I believe 14 dom is 10 energy. If you don't realize the damage possibilities then fine, don't use it. 80 damage that can only be reduced by protective spirit, to everything in an area the size of an altar along with 10 energy removal is spectacular in my opinion.
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Old Jul 23, 2005, 11:39 PM // 23:39   #80
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And an Ele can do more damage for cheaper and faster recast with Obs flame. Who cares? Just because something ignores armor doesnt make it good off the bat. Surge and Burn are incredibly bad not only because of their damage levels depending on just how much energy the opponenet has, but also because the casting time between them just makes a damage spike even with Fast Casting pretty horrible.
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